const TArray<AActor*> ActorList = HGameMode->GetWorld()->GetLevel(0)->Actors;
for (int i = 0; i < ActorList.Num(); i++)
{
...
FString Name = ActorList[i]->GetName();
if (FString("P_FireBlue").Equals(Name))
{
...
}
...
}
If I rename name in Details panel, the ID Name will be the same again.
I’m not sure how to reproduce this issue, maybe can reproduce when copy and delete one object repeatedly in scene.
This is working as intended. The asset ID is specific to that instance of the object. It will never be reused. This means that if you removed Actor1 (with an ID name of Actor1_54) you could still reference it by using the ID name, whereas this would not be possible using “Actor1” because there could be another Actor1. As an example this could be a good way to check and see if the previous Actor1 was deleted. I hope that this information helps.